Ejemplo n.º 1
0
void Sphere3DOverlay::render(RenderArgs* args) {
    if (!_renderVisible) {
        return; // do nothing if we're not visible
    }

    float alpha = getAlpha();
    xColor color = getColor();
    const float MAX_COLOR = 255.0f;
    glm::vec4 sphereColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);

    auto batch = args->_batch;

    if (batch) {
        batch->setModelTransform(getRenderTransform());

        auto geometryCache = DependencyManager::get<GeometryCache>();
        auto shapePipeline = args->_shapePipeline;
        if (!shapePipeline) {
            shapePipeline = _isSolid ? geometryCache->getOpaqueShapePipeline() : geometryCache->getWireShapePipeline();
        }

        if (_isSolid) {
            geometryCache->renderSolidSphereInstance(args, *batch, sphereColor, shapePipeline);
        } else {
            geometryCache->renderWireSphereInstance(args, *batch, sphereColor, shapePipeline);
        }
    }
}
Ejemplo n.º 2
0
void RenderableZoneEntityItem::render(RenderArgs* args) {
    Q_ASSERT(getType() == EntityTypes::Zone);

    if (_drawZoneBoundaries) {
        switch (getShapeType()) {
            case SHAPE_TYPE_COMPOUND: {
                PerformanceTimer perfTimer("zone->renderCompound");
                updateGeometry();
                if (_model && _model->needsFixupInScene()) {
                    // check to see if when we added our models to the scene they were ready, if they were not ready, then
                    // fix them up in the scene
                    render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
                    render::Transaction transaction;
                    _model->removeFromScene(scene, transaction);
                    render::Item::Status::Getters statusGetters;
                    makeEntityItemStatusGetters(getThisPointer(), statusGetters);
                    _model->addToScene(scene, transaction);

                    scene->enqueueTransaction(transaction);

                    _model->setVisibleInScene(getVisible(), scene);
                }
                break;
            }
            case SHAPE_TYPE_BOX:
            case SHAPE_TYPE_SPHERE: {
                PerformanceTimer perfTimer("zone->renderPrimitive");
                glm::vec4 DEFAULT_COLOR(1.0f, 1.0f, 1.0f, 1.0f);

                Q_ASSERT(args->_batch);
                gpu::Batch& batch = *args->_batch;

                bool success;
                auto shapeTransform = getTransformToCenter(success);
                if (!success) {
                    break;
                }
                auto geometryCache = DependencyManager::get<GeometryCache>();
                if (getShapeType() == SHAPE_TYPE_SPHERE) {
                    shapeTransform.postScale(SPHERE_ENTITY_SCALE);
                    batch.setModelTransform(shapeTransform);
                    geometryCache->renderWireSphereInstance(args, batch, DEFAULT_COLOR);
                } else {
                    batch.setModelTransform(shapeTransform);
                    geometryCache->renderWireCubeInstance(args, batch, DEFAULT_COLOR);
                }
                break;
            }
            default:
                // Not handled
                break;
        }
    }

    if ((!_drawZoneBoundaries || getShapeType() != SHAPE_TYPE_COMPOUND) &&
        _model && !_model->needsFixupInScene()) {
        // If the model is in the scene but doesn't need to be, remove it.
        render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
        render::Transaction transaction;
        _model->removeFromScene(scene, transaction);
        scene->enqueueTransaction(transaction);
    }
}